DayZ - ArmaII zombie mod

This is taken from the Reddit AMA:

Do you think SA will come before April?
Yes I think so, but anything could happen and usually does. We'll know more when the results of the tech test are out. Any dates before then would be pure speculation, and my last speculation didn't work out so good.
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Any possible date or time frame for the closed test? Last week you said it would start imminently, so I was wondering how soon that was.
We're down to the last few things to fix before the first test servers pop online and we run the first full servers. Slowly we'll hand out the first keys and get a few servers running. Then we will reassess. It could go really well and we open up quickly, or it could go badly. Don't expect the tech test to be fun, or very pretty. It's a tech test, any game design that makes it into that will be a bonus.
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Rocket, when ArmA 3 comes out, are you going to mod DayZ into it or let the community do it?
My real hope, is that the next "DayZ" comes out and get's it's big break in ArmA3. I made a space mod for ArmA2 that I never released, maybe I might make that for ArmA3! I guess someone will mod DayZ for ArmA3 and it will probably be great for it, that's the awesome thing about this community.
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I was wondering if you plan to implement a sewer system via instancing in the major cities of Chernarus+?
I really want too. We'd need to do some magic though (or instancing... but only I am really happy with instancing as a solution at the moment! the programmers want to do it properly).
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Will the ragdoll system be initially available in the SA or you'll implement it later? I have fears about this because of the complexity of the RV engine. Keep up the good work, Rock on!
No ragdoll currently, it is a significant amount of work and one we haven't done yet. We looked at it, even tried some, but it was just going to cause far too much delay.
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Is the idea of making security systems for underground structures still in? I remember you mentioned that if you ever get objects as their own entities going that you might be able to "program" them. .. i.e. grenade attached to a door etc
I'm playing a lot of Space Station 13 at the moment and it is giving me some tremendous inspiration for ideas for base construction. But expect this more towards the end of this year. We have much ground to cover first.
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Has a chainsaw been added yet?
Nope, not yet. We've only really started on item art asset development recently, as we just confirmed all our desired item architectural changes are possible.
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Do you have anything in the works for more obtainable skins like the hero and bandit skins?
You can cloth yourself in custom items for each body part. So effectively, you create your own skin. We're still looking at options for humanity and we aren't tied down to a system yet.
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can we expect some unannounced surprises in the standalone release?
Absolutely. For the next 12 months at least, probably beyond that.
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From my point of view, one big issue of Arma/the mod is that a camo-player being 20 meters away is way harder to see, then the same player being 400 meters away. Same goes for loot on current crash-sites etc. Mainly because of the rendering distance of vegetation. Are you aware, and do you agree that this is quite important? Any plans on how to address it?
It is important, we're aware of it - but we haven't got it planned to be addressed yet. We're still on these major, sweeping, architectural changes.
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I've been quite impressed by seattle map in TOH. Would it be possible to rework the map to make it playable in DayZ?
It's very impressive map, but the issue is more it was designed for something specific (helicopters). DayZ needs interiors, they're really important. I think DayZ needs a new map, BI made, that features a western city... let's just say I have plans
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Are we going to be able to hide from zombies in trees and bushes? Swarm of zombies, I'll just sit in this bush until they give up.
Yes. Although for a few months expect these new mechanics to spontaneously break and hilarity ensu
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Has Marek Spanel (CEO at Bohemia Interactive Studio for those who don't know) played the mod/sa and given any feedback on it?
Marek has been extremely involved since very early in DayZ (since shortly after it's release really). He continues to be a key contributing member of the team both at a management/steering level and also with design.
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How do you deal with the stress of the game? When you get overloaded with Questions and the difficulties with the development etc, whats your method of keeping things together?
Bizzarely enough, aside from running or one of my hobbies like mountaineering or wakeboarding (which I can rarely do here) - the greatest stress relief comes from modding someone elses game. I love KSP and love modding for it, and I am really in love with Space Station 13 at the moment, and loving making new maps and editing/modding it. There is something inherently beautiful about modding that I just love. I probably was having a slow-moving nervous breakdown towards the end of last year, really. But this year has been great, the progress has been outstanding and all the huge gambles we took architecturally last year have started paying off.
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With implementation of clothing slots, what type of range of clothing has the team discussed and what kind factors have gone in on the decision process? (ex camouflage, body & head armor, degrading rates,)
All of the above!
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How do you intend to build upon the vehicle system and how you repair vehicles. Will it be a standard hunt for parts or will you be able to remove a few working parts from other damaged vehicles to rebuild your own?
Not initially, vehicles will remain very, very basic. But later we will add great depth to the parts mechanic something like a "vehicle construction" system. This will be our first foray into "endgame" type content, after we have stabilized the build.
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Will there still be a 'dot' system and will it potentially still allow ESP hacks (which are hard to detect)?
I want to remove the crosshair but I suspect we will have it configurable by servers. Same with 3rd person, but no firm decision is made yet we need to test everything out with you guys first. Hacking is something we will have to work on for the life of the product. I.e. forever. We just have to try this new architecture and continually innovate, adapt to the change of pace. That's just the reality of the world.
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Are you still considering underground bases? It was mentioned early on but not so much since.
Once we have things really stable and solid, like a really good experience (I estimate loosely on my return from Everest in June), I think we will start with base construction. I've been playing A LOT of space station 13 and it has given me some great ideas.
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The end game. While 'surviving' is a big part of the game, there is a point where you have little more to do apart from hunting down other people or continuing to hoard things. Is there something in the works for people to aspire to? Something like 'If you want to go to this island, you have to survive x days' or another survival based benefit? (even small achievements) I'm looking it from the perspective of longevity rather than having the game degrade into a FPS with cities, zombies and flares. tl;dr - I'm geared up rocket, Do I go out shooting people dfens style endlessly or live in the forest like a hermit? Is there something more to aspire to?
Firstly, once we have DayZ stabilized into something reasonable - we will look at some advanced vehicle stuff. I.e. sort of vehicle construction, adding different parts to vehicles etc... Then towards the end of the year, probably, looking at base construction as an entirely new game mode.
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Can we expect any new guns/gear upon foundation release?
yes lots
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Will each gun have their own unique sound in SA? I ask because it can be frustrating not knowing if I'm being shot at by an M24 or a DMR. Knowing the difference would help me know if I should make a break for it or not.
Ermm... sound isn't something we've played with alot yet. It's something we can easily improve - we want the freedom now to innovate, which means not getting locked down because we created certain content. The pace of our innovation is insane at the moment and is entirely changing the landscape of the future content changes.
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You compare the SA to Minecraft a lot in terms of the foundation release and then content updates thereafter, alpha pricing, etc. Are there any plans in the forseeable future for a one-time or yearly Minecon-style DayZ event?
Probably, no plans as yet. I would say by June we have a good picture on the success of DayZ as a whole and sometime around then we'll have a good think about the future.
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How long is the invite only SA test going to last before it opens up to the rest of us?
As long as it takes to smooth out the architectural issues.
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the price
Cheap for a start, rising in price during development.
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How often will updates come out ?
Daily/weekly. Pushed through steam as delta updates (<3 you steam!)
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Will there be some kind of report system in case of hackers ?
TBC, likely something we will have to work on improving for the entire life of the product.
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To what extent will customization go, e.g clothing, character
lothing, full range of selections: Head, eyes, torso, pants, feet, gloves, vest, backpack.

FYI the guys have been released from Greece. That may help with things here too.

Wouldn't it be really hypothetically awesome if I were in the closed beta?

Rocket has already said the only reason for the NDA was to make sure no one steals any assets. Plus I'm pretty sure videos and steaming will be allowed of the closed beta

So yeah it will be pretty hypothetically awesome.

Gumbie wrote:

Wouldn't it be really hypothetically awesome if I were in the closed beta?

Rocket has already said the only reason for the NDA was to make sure no one steals any assets. Plus I'm pretty sure videos and steaming will be allowed of the closed beta

So yeah it will be pretty hypothetically awesome.

How would one go about gaining access to this hypothetical closed beta? Hypothetically, of course.

ranalin wrote:

FYI the guys have been released from Greece. That may help with things here too.

Unfortunately, they're only out on bail, so they could still end up going back to jail. And it sounds like Greece really wants them to go to jail lol

MountaineerWR27 wrote:
ranalin wrote:

FYI the guys have been released from Greece. That may help with things here too.

Unfortunately, they're only out on bail, so they could still end up going back to jail. And it sounds like Greece really wants them to go to jail lol

What's to say they have to go back? If Czech Republic doesn't hand them over they should be safe.

Gumbie wrote:
MountaineerWR27 wrote:
ranalin wrote:

FYI the guys have been released from Greece. That may help with things here too.

Unfortunately, they're only out on bail, so they could still end up going back to jail. And it sounds like Greece really wants them to go to jail lol

What's to say they have to go back? If Czech Republic doesn't hand them over they should be safe.

I don't remember what article I saw it on, but I read that they are still going to be going to court and being tried for espionage I'm pretty sure.

MountaineerWR27 wrote:
Gumbie wrote:
MountaineerWR27 wrote:
ranalin wrote:

FYI the guys have been released from Greece. That may help with things here too.

Unfortunately, they're only out on bail, so they could still end up going back to jail. And it sounds like Greece really wants them to go to jail lol

What's to say they have to go back? If Czech Republic doesn't hand them over they should be safe.

I don't remember what article I saw it on, but I read that they are still going to be going to court and being tried for espionage I'm pretty sure.

Here it is I think....http://kotaku.com/5976223/freed-bohemia-developers-will-still-face-trial-not-out-of-the-woods-yet

Their defense should be something like "Your Honor, these guys are working on the DayZ Standalone, lets give em a break huh?".

Magik13 wrote:
MountaineerWR27 wrote:
Gumbie wrote:
MountaineerWR27 wrote:
ranalin wrote:

FYI the guys have been released from Greece. That may help with things here too.

Unfortunately, they're only out on bail, so they could still end up going back to jail. And it sounds like Greece really wants them to go to jail lol

What's to say they have to go back? If Czech Republic doesn't hand them over they should be safe.

I don't remember what article I saw it on, but I read that they are still going to be going to court and being tried for espionage I'm pretty sure.

Here it is I think....http://kotaku.com/5976223/freed-bohemia-developers-will-still-face-trial-not-out-of-the-woods-yet

Their defense should be something like "Your Honor, these guys are working on the DayZ Standalone, lets give em a break huh?".

They should use the defense that being able to have a virtual version of their base in a realistic zombie survival "sim" would allow them to fortify their base in the case of a real world zombie outbreak...lol

That update has me super excited for this games future!

Bets part for me was that cloths that you pick up from the world or from someone you kill could have a disease on it.

such as being able to metagame by telling whether players are in a village by seeing zombie’s have spawned.

oh well... was good while it lasted

First video of the standalone with rocket and another developer.

http://www.youtube.com/watch?v=x_SKB...

Blog post

http://dayzdev.tumblr.com/post/42331...

Gumbie wrote:

First video of the standalone with rocket and another developer.

http://www.youtube.com/watch?v=x_SKB...

Blog post

http://dayzdev.tumblr.com/post/42331...

Oh man so excited! Also they added Utes on the map which is an interesting idea!

Loved the blog video. It's gotten me super excited about the progress of this game. I can't wait to see more of this and personally love how open Rocket is.

Should we start a new thread at some point for the stand-alone?

Has there been any footage of the new zombie animations? I have an imprint in my brain of somebody, somewhere writing 'love the new zombie anims..' but can't find any footage myself.. so I may have dreamed it..

Also, can we not just rename this thread?

omnipherous wrote:

Has there been any footage of the new zombie animations? I have an imprint in my brain of somebody, somewhere writing 'love the new zombie anims..' but can't find any footage myself.. so I may have dreamed it..

Also, can we not just rename this thread?

No that's the first video that's come out of the standalone. I'm in the closed beta and it hasn't started yet for external people so I don't think anyone else would know yet.

Also yeah you could rename the thread but it will still have a lot of info about the mod that isn't relevant anymore. That's why Certis will usually lock threads the day a game comes out and make a new catch all that doesn't have all the pre release info.

omnipherous wrote:

Has there been any footage of the new zombie animations? I have an imprint in my brain of somebody, somewhere writing 'love the new zombie anims..' but can't find any footage myself.. so I may have dreamed it..

Maybe you're thinking of a previous mod update where the zombie death animations were improved to be more instantaneous?

Great video coming on the heels of a new mod update!
It's like Christmas all over again.

ButtonMasher wrote:
omnipherous wrote:

Has there been any footage of the new zombie animations? I have an imprint in my brain of somebody, somewhere writing 'love the new zombie anims..' but can't find any footage myself.. so I may have dreamed it..

Maybe you're thinking of a previous mod update where the zombie death animations were improved to be more instantaneous?

There was also a mod update that added a super creepy spider run to the hoppers. I hope they keep that one in.

Will there be an end to the hellish zig-zag of the outdoor zombie? It doesn't make sense in my mind that an undead... 'thing' with little regard for it's own safety would do anything other than straight-line to it's target. I also just so happens to make the damn things harder to shoot when they're going in unpredictable zig-zags for no apparent reason.

I reached 200 hours in the mod, but pretty much haven't touched it since. The group I played with split up into different prive hive servers and different maps and it just wasn't concentrated enough anymore. I hope that this release will bring it all back together, and that they have some plans for incorporating new maps/lands as time goes on.

omnipherous wrote:

Will there be an end to the hellish zig-zag of the outdoor zombie? It doesn't make sense in my mind that an undead... 'thing' with little regard for it's own safety would do anything other than straight-line to it's target. I also just so happens to make the damn things harder to shoot when they're going in unpredictable zig-zags for no apparent reason.

I reached 200 hours in the mod, but pretty much haven't touched it since. The group I played with split up into different prive hive servers and different maps and it just wasn't concentrated enough anymore. I hope that this release will bring it all back together, and that they have some plans for incorporating new maps/lands as time goes on.

The AI for zombies was based on ARMA AI, so they think like soldiers and try to flank etc.
Rocket's mentioned that as one of his complaints with the mod, so it seems like something he'd change for the standalone. Fingers crossed.

I'm playing the new mod tonight. Might have a few people grouped together. Jump on Vent if you're interested or hit me up on Steam.

Some new info and screens up on the DayZ tumblr including a short Q&A session.

Excuse the double-post.

So, the DayZ mod just appeared on Steam. not quite sure of the difference on this - just taking away the need for manual installation/DayzCommander/et al? Or is tehre something more in it? It also denotes Partial Controller support, but I wasn't aware that there was any for of controller support? The mind boggles. Unless they're just using it to test the Steam delivery mechanism for pushing updates to the standalone upon release..

As the stand alone is now on steam, and was having trouble with getting it to work correctly, I'll jump in again a few time.

Wonder if the servers will be easy as before. Or is the hacking still bad?

This is not the stand alone version.

taken from the Steam page

"Arma 2: DayZ mod" requires ownership of Arma II and Arma II: Operation Arrowhead. You must first launch ARMA II and ARMA II Operation Arrowhead before running "Arma 2: DayZ mod" for the first time.

I bolded the important bits...

The install scared me back when this first hit the scene. Perhaps I should try it now.

To be honest, the install has been pretty harmless for a while thanks to DayZCommander. I am assuming that this steam mod method won't allow any of the unofficial maps or game types, but will no doubt still have the hacking issues.

Not sure I'm going to attempt it in case it messes up the DayZCommander installed files. Interested to see if there's anything new about this steam version though..

omnipherous wrote:

To be honest, the install has been pretty harmless for a while thanks to DayZCommander. I am assuming that this steam mod method won't allow any of the unofficial maps or game types, but will no doubt still have the hacking issues.

I have ARMA II through Steam, do you think I should still just go ahead and use DayZCommander?

Well, I'd say that entirely depends on whether you are interested in the unofficial maps/game modes. If not, and you want straight up, as-it-was-meant-to-be DayZ, then I'd maybe just go with the steam mod. I can't vouch for it fully as I haven't tried it, but the only issue I have with days commander is keeping the arma2beta version and days version up to date. Not that its difficult, just a click of a button, but its pretty regular. I also use the friends system in commander, although its fairly basic - search for your friends days name and it will show all players with that name on the servers in your list, easier when friends have more unique a days name than 'David', or the classic 'administrator'.

I wonder if the steam mod version would make that easier to play with steam friends. Strangely, out of the 5 or so people that I regularly game with, only I launch dayz through steam, everyone else, who purchased on steam, just run the game natively through commander. Maybe this steam mod would help them too.

So, to answer your question, rather than continuing to brain dump, you might be better off sticking to the steam mod until you get bored of the official map.

This is from the Steam version L

I need the beta patch to join updated server.

Try starting the game with beta patch, received an error. It gives me a link for help.

Click on the link, says it's either not there, or I don't have access..

Youpie!